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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

bare_elf wrote:
I was playing the Kingdom of Ehb map again to see if I could complete it faster than Techie could. When I got to the Traveler Camp I discovered one problem that might be of concern to all and a second problem that might only concern me. The first problem is that Nong runs through his speech as you enter the camp but he does not speak of his daughter being taken. I had to run past the camp past Phaedriel and fight a few things. Then turn about and re-enter the camp then Nong Goes into the NIS and speaks of his daughter being taken and you are given the quest. The main difference I noted about the Traveler Camp is that there are more people in the camp. So it might be that when the changes where done to add the additional people this occurred. The Second Problem has to do with Phaedriel and me playing with Cat Mansion Characters. I know that Phaedriel was a Cat Mansion Girl the last time I journeyed this way. I verified that I had all the Cat Mansion Mods enabled and verified that Phaedriel was in the mod that you created Iryan to add the DS1 Cat Mansion Characters and she is. I knew she was but had to check. Not sure what the cause is as I am not sure if the extra characters are part of the map or some other mod. I know it is not the DS1_Logic_7c.ds2res as I switched back to version 7b at the time we discovered what was causing the gargoyle problem.

The extra npcs are added through the map itself, only the base templates reside in DS1_Logic.ds2res. Currently it is possible for you to talk to Nong before his nis runs. This has to do with the way flick works. Unfortunately you can't run a nis flick from a talk flick due to the way GPG programs flick. I think you brought this up before and I changed the flick somewhat in an attempt to avoid the problem but obviously failed. The next build I'll try again to fix the problem. Thanks for bringing it up.

I assume you mean the Phaedriel didn't appear? She should as her instance is still in the map and I just double checked to be sure. I'll try testing the area again to make sure she appears as she should.
Once I finish the Utraean Peninsula, I'll start on Ehb again, adjusting the saving system and fixing bugs like these so it shouldn't take as long for the next build to appear.

Phaedriel was in the traveler camp just where she should be however she was a regular character and not a Cat Mansion Character. Like I said it would only be a problem for someone like myself who plays with the Cat Mansion Characters.
Elf

bare_elf wrote:
Phaedriel was in the traveler camp just where she should be however she was a regular character and not a Cat Mansion Character. Like I said it would only be a problem for someone like myself who plays with the Cat Mansion Characters.
Elf

Try this fix for the Cat Mansion Mod
http://www.siegetheday.org/~iryan/files/DS1_Cat_Mansion_Characters_Beta_02.ds2res

The reason was that the map instances were overriding the mod. For this fix I reversed the priorities and gave the mod a priority of 100 and avoided map instances altogether. Just replace the old mod with this one and see what happens. It shouldn't effect save games and if you return to the travellers camp, hopefully phaedriel will now be a cute cat mansion girl.

If it doesn't work let me know and I'll try a map instance fix instead.

iryan wrote:
Try this fix for the Cat Mansion Mod
http://www.siegetheday.org/~iryan/files/DS1_Cat_Mansion_Characters_Beta_02.ds2res

The reason was that the map instances were overriding the mod. For this fix I reversed the priorities and gave the mod a priority of 100 and avoided map instances altogether. Just replace the old mod with this one and see what happens. It shouldn't effect save games and if you return to the travellers camp, hopefully phaedriel will now be a cute cat mansion girl.

If it doesn't work let me know and I'll try a map instance fix instead.



Well I got an exception detected message with the party that I had used to get to the traveler camp and hire Phaedriel as a normal farm girl but that is because I was already in the Dark Swamp and saved more than 5 times and Phaedriel was in every save. That really does not matter as I have two new parties ready to rock and role and two parties that have never been to Ehb. Even if I did not I can get to the traveler camp in under two hours. I will let you know what I find when I get back there sometime later today. Right now I think I will go to sleep as it is almost one in the morning.
Elf

I've updated the Utraean Peninsula map addon to KillerGremal's mod.


The inclusions are NIS sequences for all the towns, 18 major bosses to fight all with their own intros, extra 140 npcs for the towns, some extra ambient critters thanks to Ghastley and the U6 Project 1.0 team and various fixes and improvements.
The linls are above or here;

http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8a.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_8a.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Content_Beta_8a.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Utraean_Peninsula_for_Dungeon_Siege_2_Beta8.0a.txt

Please note that DS1_Content_Beta_8a.ds2res is now a lot bigger as it includes DS1_LOA_Content as part of the move to making Legends of Aranna easier to install in future.

Existing save games should be fine but as always make backups to be sure.

iryan wrote:

Try this fix for the Cat Mansion Mod
http://www.siegetheday.org/~iryan/files/DS1_Cat_Mansion_Characters_Beta_02.ds2res

The reason was that the map instances were overriding the mod. For this fix I reversed the priorities and gave the mod a priority of 100 and avoided map instances altogether. Just replace the old mod with this one and see what happens. It shouldn't effect save games and if you return to the travellers camp, hopefully phaedriel will now be a cute cat mansion girl.

If it doesn't work let me know and I'll try a map instance fix instead.

I started through EHB again with the updated cat mansion characters mod listed above. When I got to Ulora she had changed from a cat mansion girl to a regular farm girl with a normal farmgirl head and a bright silver skin, at first I thought it was armor but when I looked at the inventory she had no armor.
I am wondering if it might not be a priority issue and rather the way DS2 and Broken World handle skins. In DS1 when a "nude" skin was created it was a simple psd or raw file with an all white alpha channel. DS2 and broken world process skins and armor differently. For the farm girl there are 9 skin colors. 3 for dryad, 3 for human, and 3 for elf. They are numbered 01,02,03,11,13,31,32,33. When I make a type 6 armor for a cat mansion girl I create the first image just as I would have done for DS1 with an alpha channel that shows white where the fabric is and black where the skin should show through. However I must save the same image 9 times, with the image name ending in 01,02 and so on. I took a look at the DS2 and Broken World Cat Mansion Mods and noted they reference if the character is a human, dryad or elf, whereas the DS1_CatMansion_Characters just reference farm girl in texture0 and texture1 it might be necessary to change this based on what character type each NPC is. when I get a chance I will poke at it and see what happens.

I have started playing the Utraean Peninsula, going back to the first version of the DS1 Cat Mansion Character mod. Wow so far so good, I have not even gotten out of town, just exploring and talking to the people, and basically kicking the tires. Noted that the secondary quest for the orchard house cellar is either not there or the dude that gives it by the church is now located some other place which I have not found. The NIS at start up is SUPER, All the extra adult and kid npcs makes it feel as if I was walking about in Legends of Utrae back it the world of DS1. So far this map is super great, I will keep an eye open for problems and funny things with the cat mansion girls. This may take me a bit of time as I keep going wow that was cool, I wonder what is behind this house or under this rock. Great Job as far as I got.

bare_elf wrote:
iryan wrote:

Try this fix for the Cat Mansion Mod
http://www.siegetheday.org/~iryan/files/DS1_Cat_Mansion_Characters_Beta_02.ds2res

The reason was that the map instances were overriding the mod. For this fix I reversed the priorities and gave the mod a priority of 100 and avoided map instances altogether. Just replace the old mod with this one and see what happens. It shouldn't effect save games and if you return to the travellers camp, hopefully phaedriel will now be a cute cat mansion girl.

If it doesn't work let me know and I'll try a map instance fix instead.

I started through EHB again with the updated cat mansion characters mod listed above. When I got to Ulora she had changed from a cat mansion girl to a regular farm girl with a normal farmgirl head and a bright silver skin, at first I thought it was armor but when I looked at the inventory she had no armor.
I am wondering if it might not be a priority issue and rather the way DS2 and Broken World handle skins. In DS1 when a "nude" skin was created it was a simple psd or raw file with an all white alpha channel. DS2 and broken world process skins and armor differently. For the farm girl there are 9 skin colors. 3 for dryad, 3 for human, and 3 for elf. They are numbered 01,02,03,11,13,31,32,33. When I make a type 6 armor for a cat mansion girl I create the first image just as I would have done for DS1 with an alpha channel that shows white where the fabric is and black where the skin should show through. However I must save the same image 9 times, with the image name ending in 01,02 and so on. I took a look at the DS2 and Broken World Cat Mansion Mods and noted they reference if the character is a human, dryad or elf, whereas the DS1_CatMansion_Characters just reference farm girl in texture0 and texture1 it might be necessary to change this based on what character type each NPC is. when I get a chance I will poke at it and see what happens.

Thanks for the feedback. There's definitely a priority issue as the original templates in DS1_Logic are still overwriting the ones in the modfix even though the modfix has it's priority set to 100 or so and DS1_Logic has it set to zero.

So I'll have to do what I did in the original fix and rename the instance templates in the map. This will definitely work as long as nobody makes a mod to change the templates in the map itself (which I did when I released the last beta of Ehb). I'll post the updated fix soon.

I'm glad you're enjoying the enhanced Utrea. I went a little bit beyond the brief of just making things work like the original map as I got a little carried away with things but hopefully everyone will enjoy the additions. My main hope is that the original quest is explained a little bit better now.

I didn't implement the orchard cellar quest as well as many of the ones in the original LOU.

Okay Iryan I will wait for the cat mansion girl fix before going back to EHB again. Why not turn at least one of the bunnies in Elddim into a killer rabbit like in Monty Python and the Holly Grail?

I have spent some time looking for Jornus Heald's scythe and it is not on the knoll by the orchard house under a dead krug wizard like it was a few betas ago. Or in any of the corn fields like in the last beta. I am starting to believe that one of the bunnies was hungry and ate it. Or one of the cats is sleeping on it. It might be that one of the sheep is from the cast of Silence of the Lambs and required a weapon. Just answer me this is it in Elddim or not in Elddim?

Elf

bare_elf wrote:
I have spent some time looking for Jornus Heald's scythe and it is not on the knoll by the orchard house under a dead krug wizard like it was a few betas ago. Or in any of the corn fields like in the last beta. I am starting to believe that one of the bunnies was hungry and ate it. Or one of the cats is sleeping on it. It might be that one of the sheep is from the cast of Silence of the Lambs and required a weapon. Just answer me this is it in Elddim or not in Elddim?

Elf

It should still be around somewhere. KillerGremal actually coded that quest and he made it so the scythe will randomly appear in 3 or 4 different areas.

It is certainly possible that something I did in the beta upset things and broke the scythe. I'll check it when I get time.

Incidentally I've updated Yesterhaven to Beta8a as well. The only differences is I've included PhoeniX's world map and fixed some broken sound emitters.

bare_elf wrote:
I have spent some time looking for Jornus Heald's scythe and it is not on the knoll by the orchard house under a dead krug wizard like it was a few betas ago. Or in any of the corn fields like in the last beta. I am starting to believe that one of the bunnies was hungry and ate it. Or one of the cats is sleeping on it. It might be that one of the sheep is from the cast of Silence of the Lambs and required a weapon. Just answer me this is it in Elddim or not in Elddim?

Elf

I found the problem and have posted a new version of the Utraean Peninsula to download.
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_8b.ds2res

The problem was that Siege Editor 2 didn't like the coding of the special gizmo that dropped the scythe. First it moved it from non_interactive folder to the interactive folder, which isn't a big deal. But furthermore it added lines to make the gizmo invisible and non selectable and removed the glitter effect to boot.

The only issue now is that the scythe is called drevin's medallion when it's lying on the ground. The quest finishes fine however. For interest there's four spots that the scythe seems to randomly appear in. I found mine behind the Mill.

I also included a minor fix for the generators around Elddim which I forgot.

I found the scythe thanks for fixing that.
The new Direct Connect Teleport System (save system) Needs to be explained better, by either an NPC or a lore book that is in an obvious location. I first thought the elevator in the short range teleport tower was broken. So I moved on to the cabin and discovered a small teleport tower so I clicked on it and nothing happened. Then when I got to the crypt and the local teleporter I clicked on it and all it said was direct connect controlling teleport, Just like the little one by the cabin. So I saved and was going to post a message to you but for some reason I pressed continue instead of exit and I was back in town with a teleport icon spinning over my head. So I clicked it and I was back at the crypts. So the new direct connect system works nice but it needs to be explained.

i downloaded the files and the game loads gets to map selection just fine, i click on the map, and the game will crash to desktop for some reason, here is my resources listing for ds2 and bw...

Not exactly sure what is missing or extra since I am not at home. I will have a look this evening unless Iryan logs on before then and knows what is wrong.
Elf

Try moving the DS1_Map_World_Patch from BW to DS2 resources maybe?

That just might do it since all of the files are to be put in the DS2 resources folder and none go in the Broken World resources folder. I will however verify that all the other files are of proper revision and that none are missing when I get home in about 3 or 4 hours.

Elf

UPDATE: that appears to be it. All my files are in the DS2 folder even the BW patch and if I put the patch in the BW folder the game goes all weird.

Darkelf wrote:
i downloaded the files and the game loads gets to map selection just fine, i click on the map, and the game will crash to desktop for some reason, here is my resources listing for ds2 and bw...

Moving the patch file to DS2 resources may solve the issue as PhoeniX and Bare_elf have observed. The fix is fully compatible with DS2 and as it overrides data in DS2 resources folder and not Broken World, it is probably the cause. Let us know if the problem persists.

bare_elf wrote:
I found the scythe thanks for fixing that.
The new Direct Connect Teleport System (save system) Needs to be explained better, by either an NPC or a lore book that is in an obvious location. I first thought the elevator in the short range teleport tower was broken. So I moved on to the cabin and discovered a small teleport tower so I clicked on it and nothing happened. Then when I got to the crypt and the local teleporter I clicked on it and all it said was direct connect controlling teleport, Just like the little one by the cabin. So I saved and was going to post a message to you but for some reason I pressed continue instead of exit and I was back in town with a teleport icon spinning over my head. So I clicked it and I was back at the crypts. So the new direct connect system works nice but it needs to be explained.

I'll try to incorporate some way of explaining it ingame. Stay tuned.

moved patch file from broken world resources to dungeon siege 2 resources, restarted game, selected new character, selected map and it ran the bar all the way across and crashed to desktop again, guess i aint gonna be playing soon.

iryan wrote:

Moving the patch file to DS2 resources may solve the issue as PhoeniX and Bare_elf have observed. The fix is fully compatible with DS2 and as it overrides data in DS2 resources folder and not Broken World, it is probably the cause. Let us know if the problem persists.

Darkelf wrote:
moved patch file from broken world resources to dungeon siege 2 resources, restarted game, selected new character, selected map and it ran the bar all the way across and crashed to desktop again, guess i aint gonna be playing soon.

iryan wrote:

Moving the patch file to DS2 resources may solve the issue as PhoeniX and Bare_elf have observed. The fix is fully compatible with DS2 and as it overrides data in DS2 resources folder and not Broken World, it is probably the cause. Let us know if the problem persists.

I am still trying to figure out what might be the problem DE. I asked Techie to post his DS2 resources directory since he is only running what is necessary and I have a ton of extra ds2res files. Also because you are both running windows 7 and I am running windows XP. Yes I know he is running 32 bit and you are running 64 bit but as far as I know your game configurations for DS2 are very similar.

Darkelf wrote:
moved patch file from broken world resources to dungeon siege 2 resources, restarted game, selected new character, selected map and it ran the bar all the way across and crashed to desktop again, guess i aint gonna be playing soon.

iryan wrote:

Moving the patch file to DS2 resources may solve the issue as PhoeniX and Bare_elf have observed. The fix is fully compatible with DS2 and as it overrides data in DS2 resources folder and not Broken World, it is probably the cause. Let us know if the problem persists.

In situations like this it's time to try process of elimination to attempt to narrow down the possible causes.

The first thing I'd try is to see if the problem that occurred for PhoeniX might be smiliar for you. He was getting exception errors in vanilla DS2. He found that the problem was that he had Dungeon Siege II Deluxe Edition installed, which even though it had the Broken World addon, was version 2.0. When he installed the official patch 2.2, his problems disappeared.

The next thing is to see if the problem occurs in all maps in both plain DS2 and Broken World. The mappack was developed in DS2 for backwards compatibility but like the normal DS2 campaign, is expected to be fully playable in Broken World as well. Still beta testers have reported the odd glitch in BW which I have attempted to fix. This could give an indication for where the problem is.

Then I'd try playing the mod without Aranna Legacy installed. The mod is meant to be fully compatible with all mods, including Aranna Legacy, but I haven't had a chance to test this.

The next step is to remove DS1_LOA_Content.ds2res as it's really not necessary any more as all the extra content is now installed in DS1_Content_Beta_8a.ds2res. This was the first step in making Legends of Aranna easier to install in future.

After this if the problem still persists is to remove or rename the extensions of all DS1 prefixed content so you're running with just KillerGremal's core mods plus the converted DS1 resources.

Let me know what happens after you try all of this. It's something that I'd had to do on a couple of occasions in the past as well in order to track down a particular nasty problem.

I've updated the Utraean Peninsula to 8.0c in an attempt to make the use of the Direct Connection Teleporter easier to understand.
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8c.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_8c.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta8.0c.txt

The way I did this was through a simple quest that attempts to explain the use of the new feature. It's supported by two new lore books. I also included another quest at the request of Bare_elf that didn't quite work out how originally designed but I left it in anyway.

The bonus is that these quests and lorebooks are fully compatible with any saved game so you don't have to restart the map, just travel to Elddim.

I hope the quest does it job as I originally tried to make it more instructive but it didn't work out so I cut my losses.

iryan wrote:

Then I'd try playing the mod without Aranna Legacy installed. The mod is meant to be fully compatible with all mods, including Aranna Legacy, but I haven't had a chance to test this.

The next step is to remove DS1_LOA_Content.ds2res as it's really not necessary any more as all the extra content is now installed in DS1_Content_Beta_8a.ds2res. This was the first step in making Legends of Aranna easier to install in future.

removed DS1_LOA_Content.ds2res, still didnt work, so put back and removed Aranna Legacy and the game worked, so must be compatibility issue with aranna legacy someplace i dunno, but removing aranna legacy the map loaded with cutscenes

what a turkey in ehb?? saw some snakes too...

arrived in stonebridge -

iryan wrote:
I've updated the Utraean Peninsula to 8.0c in an attempt to make the use of the Direct Connection Teleporter easier to understand.
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8c.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_8c.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta8.0c.txt

The way I did this was through a simple quest that attempts to explain the use of the new feature. It's supported by two new lore books. I also included another quest at the request of Bare_elf that didn't quite work out how originally designed but I left it in anyway.

The bonus is that these quests and lorebooks are fully compatible with any saved game so you don't have to restart the map, just travel to Elddim.

I hope the quest does it job as I originally tried to make it more instructive but it didn't work out so I cut my losses.

Very nice update Iryan, I think you explained the Direct Connection Teleporter System, with the quests and the lore book, beyond anything I could have hoped for. If someone can not figure out how it works from the data you provided, maybe they should try a different map :? I also found the orchard house quest again, however it did not complete since there was a red spot on the radar but no bad thing to kill or it was invisible Smile Super job with the Direct Connect System and the explanation of it. The name of the engineer is also quite good. Elf

Darkelf wrote:

removed DS1_LOA_Content.ds2res, still didnt work, so put back and removed Aranna Legacy and the game worked, so must be compatibility issue with aranna legacy someplace i dunno, but removing aranna legacy the map loaded with cutscenes

what a turkey in ehb?? saw some snakes too...

Glad that you were able to get the mod working but surprised that it was Aranna Legacy Mod that caused you difficulties.

So I tried using Aranna Legacy myself and had no problem in loading the maps. I checked and we both had the same version. KillerGremal may be able to give a hint as to what's the problem. It's obviously a priority for both of us to have the maps as compatible as possible for most mods and since KillerGremal also coded Aranna Legacy, that's is one that should be compatible with the maps.

Hopefully you can wait a little until we sought out the issue (or at least until KillerGremal can reply to your post).

bare_elf wrote:

Very nice update Iryan, I think you explained the Direct Connection Teleporter System, with the quests and the lore book, beyond anything I could have hoped for. If someone can not figure out how it works from the data you provided, maybe they should try a different map :? I also found the orchard house quest again, however it did not complete since there was a red spot on the radar but no bad thing to kill or it was invisible Smile Super job with the Direct Connect System and the explanation of it. The name of the engineer is also quite good. Elf

Glad that it gets the bare_elf seal of approval.

Strange that the quest didn't complete. I've completed it about 10 times now, in both DS2 and BW, with and without Aranna Legacy mod and with both an established and also new parties.

I did notice an oddity once in BW. There were 9 critters to kill instead of just 7! This was with Aranna Legacy loaded so maybe that was the reason? So I've reduced the kill counter down by one so it should complete even if a critter goes missing, or lost in the void or out on strike. I won't reload the map again but if there's any further update it'll be included. I wonder if anyone else had the same issue as you?

Game doesn't want to load for me either with the new version of Aranna Legacy. :?

One problem I see that may or may not be of concern is fcnd_killergremal-v2.skrit is different for Mod-BrokenWorld-ArannaLegacy-Alpha3d and Mod-Erthos-MonsterLevelAdjust-Beta4i. The conflict was present also with Mod-BrokenWorld-ArannaLegacy-Alpha3c and it seemed okay then. :?

@bare_elf +PhoeniX: I've tried it out with the files from the screen shot below incl. the updates here, and I had no problems to access Ehb (v2.2+v2.3/addon).
So it's a bit strange - did you both also try to create a new party?

 

iryan wrote:
. . .
I did notice an oddity once in BW. There were 9 critters to kill instead of just 7! This was with Aranna Legacy loaded so maybe that was the reason? So I've reduced the kill counter down by one so it should complete even if a critter goes missing, or lost in the void or out on strike. I won't reload the map again but if there's any further update it'll be included. I wonder if anyone else had the same issue as you?
Aranna Legacy mod and LevelAdjustment mod both know/have respawning features, they can cause a surplus on such monsters (sometimes even intended).
Perhaps I told you already about the vulnerabilities with kill-triggered quests like the 'Kalrathian Rebellion' or the one in the Windstone Fortress!?

However for quests of the type 'kill x monsters' you should to set the monster's gold_value on -1 to prevent any (re)spawning.
Also set very high values for gib_min_damage and gib_threshold to prevent the monster to explode (due to powers, powder kegs, critical damage) resp. to ensure the monster is still in one piece when we_killed arrives. In worst case [send_event_when_dead] component may help too.

 

PhoeniX wrote:
Game doesn't want to load for me either with the new version of Aranna Legacy. :?

One problem I see that may or may not be of concern is fcnd_killergremal-v2.skrit is different for Mod-BrokenWorld-ArannaLegacy-Alpha3d and Mod-Erthos-MonsterLevelAdjust-Beta4i. The conflict was present also with Mod-BrokenWorld-ArannaLegacy-Alpha3c and it seemed okay then. :?

Indeed they should be identical, the file date may vary actually by exactly 1 or 2 hours which probably is because of the mod creation time - once in winter time, once in summer time (that sounds pretty strange, but it has something to do with it).
Note maybe too, to do fix some problems on the Erthos Struggle map the LevelAdjustment mod has a rather high priority (RTC/35) overwriting all Aranna Legacy mods ever released.

KillerGremal wrote:
@bare_elf +PhoeniX: I've tried it out with the files from the screen shot below incl. the updates here, and I had no problems to access Ehb (v2.2+v2.3/addon).
So it's a bit strange - did you both also try to create a new party?

Actually Killergremal I did not try a new party as I was looking into the items that Iryan did to explain how the direct connection teleport system worked. I just discovered the Orchard House Cellar Quest by accident. I did not start a new party but, I will do that before I say for sure that the orchard house quest is broken. By the way the direct connect system you came up with is great, I like it a great deal.
Elf

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